It may not be "the" bible for game development, but it is at least "a" bible (for massively multiplayer games): Richard Bartle's Designing Virtual Worlds (https://en.wikipedia.org/wiki/Designing_Virtual_Worlds).
Maybe at the begining you can also start with some online courses, tutorials that present some practical aspects of game design. Most of them consider particular software but anyway you have to use some tools. The Adobe Generation Professional: Games Design course has just started this week so you could enroll there:
IMO, the simple answer is 'no'. The most relevant source to use, bible, will always depend on your situation and what you want to achieve, which will/should always have some unique criteria - ideally triangulate from as wide an assortment of apposite material as efficiency permits. The stackexchange list has a good list to work with, 'The Art of Game Design: A book of Lenses' is one everyone mentions and is a good thought-provoking read. Check out Jonathan Blow too =]
Are you looking for programming books?? Computer games development books are generally a bit naff imho. Most game developers read computer graphics books that deal with graphics, collision detection, AI algorithms etc. There are loads out there for beginners through to advanced users. The basic text I still refer to is Computer Graphics: Principles & Practice. Foley, vanDam, Feiner & Hughes. This covers all the fundamentals of computer graphics. If you need a more up to date text - that deals with shader development, then you could check out the GPU Gems 1 2 & 3 series (online now I think), or Real-Time Rendering - Akenine-Moller, Haines & Hoffman. None of these texts are hardware specific.... which is good, as they deal with principles, rather than platforms.
If you are interested to game engines I can suggest Game Engine Architecture (1st link) that offers a complete overview of all the aspects required to develop a game engine. For more information you can see the table of contents (2nd link).